Sable Company Elite Marine

Quinn Belfeser's page

60 posts. Alias of MisterBungle.


Full Name

Quinn Belfeser

Race

Human

Classes/Levels

Beguiler 6

Gender

Male

Size

Medium (5'6")

Age

Old enough

Special Abilities

Beguiling

Alignment

True Neutral

Deity

Whatever fits his purpose

Location

Here

Languages

All of them

Occupation

Dirty, low-down, good for nothing thief

Strength 7
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 12
Charisma 12

About Quinn Belfeser

Quinn Belfeser, arcanist and problem solver

Basic Statistics:
HP 27/27, Init +2
AC 16 Flat-footed 14 Touch 12 (4 mage armor, 2 dex)
CMB +1, CMD 13
Fort +3, Ref +4, Will +6
Dagger +1, 1d4-2 (but who needs weapons, am I right?)

Abilities:
Trait: Magical Lineage (Deep Slumber)
Feats: Darkstalker, Spell Focus: Enchantment, Metamagic School Focus: Enchantment, Persistent Spell, Silent Spell
Class Features: Armored Mage, Trapfinding, Cloaked Casting +1DC, Surprise Casting (move action), Advanced Learning 1st

Skills:
Acrobatics +11
Appraise +10
Bluff +10
Diplomacy +10
Disable Device +13
Disguise +10
Escape Artist +11
Fly +6
K: Arcana +15
K: Local +10
Linguistics +9
Perception +10
Sense Motive +10
Sleight of Hand +11
Spellcraft +15
Stealth +13
Swim +10 (swim speed)
Use Magic Device +12

Spells:
Spell DC 16 + spell level (+1 if enchantment)
Cantrips (no limit) Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
First level (6/8) [Magic Missile 3/day], [Animate Water 1/day], Distract Assailant, Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm
Second Level (5/7) [Swim 1/day], Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst
Third Level (3/4) [Heart of Water cast], Arcane Sight, Clairaudience/Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence

Main Equipment:
Headband of Intellect +2
Handy Haversack
Healing Belt
Anklets of Translocation
Wand of Lesser Vigor (50/50 charges)
Runestaff of Water (Animate Water 1/day, Swim 1/day, Heart of Water 1/day)
Rod of Extend Spell, Lesser
Gloves of the Starry Sky

Alchemical and other useful equipment:
Masterwork tools (Longspoon thieves' tools, UMD, stealth)
2 flasks acid
2 flasks alchemists fire
2 flasks holy water
1 dose Trollbane (Dungeonscape)
1 dose Torch Bug Paste
1 dose Doppelganger Bile

Nitty Gritty Crap:
5 spell component pouches
spare clothes
bedroll
winter blanket
crowbar
2 flasks
flint and steel
grappling hook
ink
inkpen
hooded lantern
5 flasks oil
10 sheets paper
10' pole
masterwork manacles
belt pouch
5 days trail rations
100' silk rope
2 waterskins
1 gold piece
11 silver pieces
12 copper pieces

Appearance:
Quinn is 5’6” with pale skin, green eyes and cropped dirty blonde hair. He wears a plain grey cloak that hides most of his features. When he talks he usually smiles and speaks in a friendly demeanor, even if he’s planning something not-so-friendly.

Backstoreh:
Quinn was born the third son of Eliant, Lord of House Belfeser. Being the third son of a noble has a variety of perks, obviously, but inheritance is not one of them. Eliant II, handsome and proud, was set to take his father’s place. Cecil the Lame, the second son of House Belfeser, took up the work of a scribe for a local sage, writing (and, in some cases, preferentially re-writing) the histories. Quinn wasn’t really sure what he wanted to do until he started developing magical powers of manipulation. After a few too many ‘tests’ of his abilities on his brothers, Lord Eliant volunteered his third son into a local mage’s academy and guild, the White Tower of Lodor.

Mages of the White Tower, and wizards in general, look down on their more ‘natural’ arcane brethren, even though Quinn was smarter than his fellow students and even some of his teachers. This led to some isolation and resentment, and also an incentive to subvert the system through mundane and magical trickery. By the time the guild had realized all the students’ spellbooks were buried in the local cemetery, and that Quinn had done it, he was about to leave the guild for good.

That very day a strange elf in a bowler cap had approached Quinn about a deal. He could leave the White Tower fools and join a new, secretive guild if he ‘proved his worth’ by stealing an odd-looking Lodor artifact currently on public display. Through some skill (but mostly dumb luck), Quinn successfully stole the artifact and returned it to his new Elven friend before the guild could confront him about any of his crimes. Thus the Elf (who never mentioned his name), representing the Way of Divine Truth, had poached one of Lodor’s most talented and misunderstood students.

The Way had plans for their little Beguiler, mostly stealing more spellbooks and artifacts from other guilds, but Quinn was still green. He needed to work with some gruff folk – mercenaries, adventurers – and have his life threatened; that way both Quinn and his superiors could judge whether or not he was suited for more important tasks. Besides, if a group of adventurers survives long enough, they generally end up finding a lot of interesting secrets.


Conditions:
None so far, but I expect him to be level drained, poisoned, and ability drained to uselessness pretty soon!